Systems and methods for saving data

ABSTRACT

Systems and methods for saving data. A system automatically or manually saves data. The system saves two copies of the data. When a user reaches a point of achievement, the system saves a new copy of data over one of the previous copies. If the new copy of data is unsatisfactory, then the system maintains the other previous copy of the data. If the new copy of the data is satisfactory, then the system copies the new data over the previous data.

CROSS-REFERENCE TO RELATED APPLICATION

This application is a continuation and claims priority benefit of U.S.patent application Ser. No. 10/268,250, filed on Oct. 9, 2002 andentitled “System and Method for Saving Game Data,” now U.S. Pat. No.6,811,490; U.S. patent application Ser. No. 10/268,250 claims priorityfrom U.S. provisional patent application No. 60/328,471, filed on Oct.10, 2001 and entitled “System and Method for Automatically Saving GameData.” The disclosures of the above-referenced patent applications areincorporated herein by reference.

BACKGROUND

1. Field of the Invention

The invention relates generally to electronic entertainment systems, andmore particularly to a system and method for saving game data.

2. Background of the Invention

In electronic entertainment systems such as gaming systems, a user ofteninteracts with a game program, or electronic game, that is quitecomplex. Many electronic games require large amounts of time tocomplete. Often a user does not complete such a game in one sitting, butrather completes the game over several different gaming sessions. Insome instances, it may take a user weeks or even months to complete agame.

In order for a user to complete a game over a long period of time, thestate of the game should be saved before the end of each gaming session.Instruction manuals often advise users to save the state of the game atvarious points during game play. In other games, graphical promptsadvise users to save the state of the game at various points duringplay. In some games, a user must manually save the state of the game,and may be prompted to do so at various intervals in the game. Theseinterruptions can be disruptive to a user. Further, a user may forget tosave a gaming session at times, thus resulting in the loss of valuablegame data.

Moreover, when game or other data is saved the process does not alwayswork perfectly. The game data that is saved might be incomplete,corrupted or the like. This problem might occur, for example, if someoneremoves a memory card on which the game data is to be saved during thesaving process. This problem might occur under other circumstances aswell.

SUMMARY OF THE INVENTION

The invention provides in various embodiments a system and method forautomatically (or manually) saving game data.

A method according to one embodiment of the invention comprises savingtwo copies of data representing a state of the game to a storage medium,saving a new copy of data representing a state of the game to thestorage medium such that one of the two copies is overwritten, checkingthe new copy of data to determine whether the new copy of data issatisfactory, saving, if the new copy of data is satisfactory, anothernew copy of data to the storage medium such that the other of the twocopies is overwritten, and maintaining, if the new copy of the data isunsatisfactory, the other of the two copies of data on the storagemedium.

A system according to one embodiment of the invention comprises a firstmodule configured to save two copies of data representing a state of thegame to a storage medium, a second module configured to save a new copyof data representing a state of the game to the storage medium such thatone of the two copies is overwritten, a third module configured to checkthe new copy of data to determine whether the new copy of data issatisfactory, a fourth module configured to save, if the new copy ofdata is satisfactory, another new copy of data to the storage mediumsuch that the other of the two copies is overwritten, and a fifth moduleconfigured to maintain, if the new copy of the data is unsatisfactory,the other of the two copies of data on the storage medium.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagram of one embodiment of an electronic entertainmentsystem, in accordance with the invention;

FIG. 2 is a diagram of one embodiment of the main memory of FIG. 1, inaccordance with the invention;

FIG. 3 is a diagram of one embodiment of a game screen on a displaydevice, in accordance with the invention;

FIG. 4 is a diagram of one embodiment of the memory card of FIG. 1, inaccordance with the invention;

FIG. 5 is a diagram illustrating a new copy of game data being writtenover one of the two previous copies of game data in the memory card ofFIG. 4, in accordance with one embodiment of the invention;

FIG. 6 is a diagram illustrating the new copy of game data being writtenover the other of the two previous copies of game data in the memorycard of FIG. 4, in accordance with one embodiment of the invention;

FIG. 7 is a flowchart of method steps for saving game data, inaccordance with one embodiment of the invention; and

FIG. 8 is a flowchart of method steps for saving game data, inaccordance with another embodiment of the invention.

DETAILED DESCRIPTION OF THE INVENTION

Electronic entertainment systems are widely used in today's world. Asmentioned herein, in some games a user manually saves the state of thegame and may be prompted to do so at various intervals in the game.These interruptions can be very disruptive to a user. Further, a usermight neglect to save a gaming session at times, thus resulting in theloss of valuable game data. Accordingly, there is a need for a systemthat automatically saves game data. The system and methodology describedherein solves problems associated with losing game data and disruptionof a user. Accordingly, a user can expect his or her system toautomatically save critical game data at key points within a game.

Further, when game or other data is saved the process does not alwayswork perfectly. The game data that is saved might be incomplete,corrupted or the like. This problem might occur, for example, if someoneremoves a memory card on which the game data is to be saved during thesaving process. This problem might occur under other circumstances aswell. The system and methodology described herein also solves thesetypes of problems.

FIG. 1 is a block diagram of one embodiment of an electronicentertainment system 100 in accordance with the invention. System 100includes, but is not limited to, a main memory 110, a central processingunit (CPU) 112, vector processing units VU0 111 and VU1 113, a graphicsprocessing unit (GPU) 114, an input/output processor (IOP) 116, an IOPmemory 118, a controller interface 120, a memory card 122, a universalserial bus (USB) interface 124 and an IEEE 1394 interface 126. System100 also includes an operating system read-only memory (OS ROM) 128, asound processing unit (SPU) 132, an optical disc control unit 134 and ahard disc drive (HDD) 136, which are connected via a bus 146 to IOP 116.System 100 is preferably an electronic gaming console; however, system100 may also be implemented as, for example, a general-purpose computer,a set-top box or a hand-held gaming device.

CPU 112, VU0 111, VU1 113, GPU 114 and IOP 116 communicate via a systembus 144. CPU 112 communicates with main memory 110 via a dedicated bus142. VU1 113 and GPU 114 may also communicate via a dedicated bus 140.CPU 112 executes programs stored in OS ROM 128 and main memory 110. Mainmemory 110 may contain pre-stored programs and may also contain programstransferred via IOP 116 from a CD-ROM, DVD-ROM or other optical disc(not shown) using optical disc control unit 134. IOP 116 controls dataexchanges between CPU 112, VU0 111, VU1 113, GPU 114 and other devicesof system 100 such as controller interface 120.

GPU 114 executes drawing instructions from CPU 112 and VU0 111 toproduce images for display on a display device (not shown). VU1 113transforms objects from three-dimensional coordinates to two-dimensionalcoordinates and sends the two-dimensional coordinates to GPU 114. SPU132 executes instructions to produce sound signals that are output on anaudio device (not shown).

A user of system 100 provides instructions via controller interface 120to CPU 112. For example, the user may instruct CPU 112 to store certaingame information on memory card 122 or may instruct a character in agame to perform some specified action. Other devices may be connected tosystem 100 via USB interface 124 and IEEE 1394 interface 126.

FIG. 2 is a block diagram of one embodiment of main memory 110 of FIG.1, according to the invention. Main memory 110 includes, but is notlimited to, game software 212, which was loaded into main memory 110from an optical disc in optical disc control unit 134. Game software 212includes instructions executable by CPU 112, VU0 111, VU1 113 and SPU132 that allow a user of system 100 to play a game. In the FIG. 2embodiment, game software 212 is a role-playing game (RPG). In otherembodiments, game software 212 may be any other type of game, includingbut not limited to a combat simulation game, a sports game, a racinggame, a flight simulation game and a civilization-building simulationgame. Game software 212 includes a data save module 220 configured tosave game data. In one embodiment, it is contemplated that data savemodule 220 can be located other than within game software 212.

In one embodiment according to the invention, data save module 220automatically saves the state of a game onto a storage medium, such asremovable memory card 122 or the like. In another embodiment, the stateof the game is saved onto a storage medium that is different from themedium that stores game software 212.

In one embodiment according to the invention, data save module 220initiates an “auto-save” when the user has completed certain tasks, suchas entering a new area, solving a puzzle, exiting a maze, etc. Inanother embodiment, data save module 220 initiates an “auto-save” aftera predetermined time interval. Data save module 220 can also allow theuser to manually save the state of the game at any time. Thefunctionality of data save module 220 is further discussed below inconjunction with FIGS. 3-6.

FIG. 3 is a diagram of one embodiment of a game screen 322 on a displaydevice 310 connected to system 100, according to the invention. Gamescreen 322 shows the user's progress in, for example, an RPG.

In the case of an RPG, for example, data save module 220 mightautomatically save the game at certain points of achievement. Forexample, the user controls a knight character who explores a dungeonfighting monsters and discovering new areas of the dungeon in order torescue a princess held hostage deep within. The dungeon has variousdoors through which the knight cannot pass unless the knight obtainscertain keys by defeating monsters of varying strength. In order for theknight to pass from an Area A 332 to an Area B 334 via a door 330, theuser must first use the knight to defeat an exceptionally powerfulmonster in Area A 332. After defeating this monster, the knight canobtain the key needed to open door 330 and enter Area B 334. In oneembodiment, the user has reached a point of achievement upon enteringArea B 334. In another embodiment, the user has reached a point ofachievement upon obtaining the key. In yet another embodiment, the userhas reached a point of achievement upon defeating the exceptionallypowerful monster. It is contemplated that reaching a point ofachievement can include realizing any or all of these threeaccomplishments, as well as possibly other accomplishments.

Data save module 220 saves game data at points of achievement, eitherautomatically or upon a manual user command. Consequently, if the powergoes out, system 100 is manually shut off, the user's character fails ordies, or the like, the user can resume the game from Area B 334 and doesnot have to repeat killing the monster in Area A 332, as well aspossible other actions. It is noteworthy that instead of or in additionto data save module 220 automatically saving the game data, the user canalso elect to save the game data manually at certain points ofachievement or at various other points. The user can autonomously savegame data anytime, autonomously but only at certain times, or only whenprompted.

In one embodiment, it may be desirable for data save module 220 not tocontinuously prompt the user to save the state of the game because theuser might consider that to be invasive and disruptive. Data save module220 allows the user to not have to repeat certain achievements since atthe points of achievement data save module 220 (automatically ormanually) saves the game. Therefore, for example, if the user'scharacter dies, the character fails, the power is unexpectedly shut offaccidentally, the user shuts off the power intentionally and the userneglected to save the game, or the like, the user is able to resume playat the last point of achievement. In the present example, the user wouldhave to start at the beginning of Area B 334. It is also contemplatedthat instead of having to start at the beginning of the last area, theuser might start anywhere in the last area. For example, the user mightstart over in a randomly selected part of Area B 334.

Consequently, if the user is in a situation where the knight dies, theuser might feel as though the user has simply expired a life but notlost any significant achievement. When the user loads the saved game theuser will resume play from the last point of achievement (e.g., Area B334). After resuming play, the user can decide to instruct the knight todo different things and/or go to different places in Area B 334 than theuser instructed before. The user can also instruct the knight to travelto a different area.

In one embodiment, when the user resumes play some or all of theknight's possessions, attributes or the like are saved intact as part ofthe last point of achievement. In an alternate embodiment, the knight'spossessions, attributes, etc., are not saved intact as part of the lastpoint of achievement.

In keeping with aspects of the invention, when attempting to save to astorage medium such as memory card 122 there is a chance that somethingwill happen that causes the saved data to be unsatisfactory (e.g., to beincomplete or corrupted). The data may not be saved at all for somereason, and might therefore also be considered to be unsatisfactory. Forexample, the user (or someone else) removes the storage medium duringthe saving process or there is a power surge during the saving process.

FIG. 4 is a diagram of one embodiment of memory card 122 of FIG. 1, inaccordance with the invention. Memory card 122 includes but is notlimited to a data area 412 and a data area 414 for storing game data. Itis contemplated that memory card 122 can be implemented as any type ofnon-volatile memory (e.g., a disc, magnetic device or the like).

As shown in FIG. 4, one embodiment of data save module 220 saves twocopies of game data (data A) onto memory card 122. Data save module 220saves data A in both data area 412 and data area 414. Data save module220 saves the two copies of game data, for example, when the userreaches a point of achievement.

FIG. 5 is a diagram illustrating a new copy of game data (data B) beingwritten over one of the two previous copies of game data (data A) indata area 412 of memory card 122, in accordance with one embodiment ofthe invention. This occurs during a next save (auto-save or manual save)when data B (the new data) is written over the copy of data A (theinitial or previous data) in data area 412. Data save module 220 thenchecks data B (the new data) to determine if data B is satisfactory. Inone embodiment, data save module 220 checks data B by determining if theentire amount of data A in data area 412 was overwritten. However, anysuitable method of checking data B is within the scope of the invention.

FIG. 6 is a diagram illustrating the new copy of game data (data B)being written over the other of the two previous copies of game data(data A) in data area 414 of memory card 122, in accordance with oneembodiment of the invention. This occurs when the copy of the new data(data B) in data area 412 was checked and found to be satisfactory. Atthat point, the new data (data B) is written over the other copy of theprevious data (data A) in data area 414 so that memory card 122 againcontains two copies of the game data. The new copy of game data (data B)written over the previous game data (data A) in data area 414 may befrom main memory 110 or from data area 412 of memory card 122.

However, if the new game data (data B) is found to be unsatisfactoryduring the check, then the new game data (data B) is not written overthe other copy of the previous game data (data A) in data area 414 andthe other copy of the previous game data (data A) is maintained. Thus,the user is not required to start over from the beginning of the game ifone auto-save (or manual save) resulted in unsatisfactory data.

FIG. 7 is a flowchart of method steps for saving game data, inaccordance with one embodiment of the invention. In step 710, data savemodule 220 issues an initial save command. One example of data savemodule 220 issuing a save command is an automatic issuance when the userreaches a point of achievement. Alternatively, data save module 220 mayissue a save command in response to input from the user. Another exampleof data save module 220 issuing a save command is automatically on aperiodic basis.

In step 712, data save module 220 saves data A (game data) in both dataarea 412 and data area 414. Data save module 220 saves the game data,for example, onto a removable storage medium such as memory card 122.However, it is contemplated that data save module 220 can save the datain any suitable location.

In step 714, data save module 220 issues a save command eitherautomatically or in response to the manual input of a user. This mighthappen, for example, when a user reaches a point of achievement. In step716, data save module 220 writes data B (the new data) over data A (theprevious data) in data area 412.

In step 718, data save module 220 checks data B (the new data) todetermine whether data B is satisfactory (e.g., complete and uncorruptedor the like). In step 720, data save module 220 makes a determination asto whether or not data B (the new data) is satisfactory. If the new datais satisfactory then the method proceeds to 722. If the new data isunsatisfactory then the method proceeds to step 724.

In step 722, if data save module 220 determined in step 720 that data B(the new data) was satisfactory, then data save module 220 writes data B(the new data) over data A in data area 414 and game play can continue.

In step 724, if data save module 220 determined in step 720 that data B(the new data) was unsatisfactory, then data save module 220 writes dataA (the previous data) from data area 414 over data B (the new data) indata area 412. Another save can be attempted at this point.Alternatively, upon shutdown of system 100 the user can resume play atthe last point of achievement using data A.

FIG. 8 is a flowchart of method steps for saving game data, inaccordance with another embodiment of the invention. Steps 710 through722 of FIG. 8 are the same as steps 710 through 722 of FIG. 7.

However, in the embodiment of FIG. 8, the method proceeds to step 810 ifin step 720 data save module 220 determined that data B (the new data)was unsatisfactory. In step 810, data save module 220 issues a savecommand either automatically or in response to the manual input of auser. In step 812, data save module 220 writes data C (the most currentgame data) over the copy of game data that was found to beunsatisfactory in step 720. In this example, data save module 220 thuswrites data C (the most current game data) over data B in data area 412.Data save module 220 then checks data C to determine if data C issatisfactory.

Thus, a system and methodology have been described for improving themanner in which game data is saved. It is contemplated that the systemand method of the invention are not limited to game data, but can beused in conjunction with any suitable type of data.

It is noteworthy that any hardware platform suitable for performing theprocessing described herein is suitable for use with the invention. Theterms “computer-readable medium” and “computer-readable media” as usedherein refer to any medium or media that participate in providinginstructions to a CPU for execution. Such media can take many forms,including, but not limited to, non-volatile media, volatile media andtransmission media. Non-volatile media include, for example, optical ormagnetic disks, such as a fixed disk. Volatile media include dynamicmemory, such as system RAM. Transmission media include coaxial cables,copper wire and fiber optics, among others, including the wires thatcomprise one embodiment of a bus. Transmission media can also take theform of acoustic or light waves, such as those generated during radiofrequency (RF) and infrared (IR) data communications. Common forms ofcomputer-readable media include, for example, a floppy disk, a flexibledisk, a hard disk, magnetic tape, any other magnetic medium, a CD-ROMdisk, digital video disk (DVD), any other optical medium, punch cards,paper tape, any other physical medium with patterns of marks or holes, aRAM, a PROM, an EPROM, a FLASHEPROM, any other memory chip or cartridge,a carrier wave, or any other medium from which a computer can read.

Various forms of computer-readable media may be involved in carrying oneor more sequences of one or more instructions to a CPU for execution. Abus carries the data to system RAM, from which a CPU retrieves andexecutes the instructions. The instructions received by system RAM canoptionally be stored on a fixed disk either before or after execution bya CPU.

The above description is illustrative and not restrictive. Manyvariations of the invention will become apparent to those of skill inthe art upon review of this disclosure. The scope of the inventionshould, therefore, be determined not with reference to the abovedescription, but instead should be determined with reference to theappended claims along with their full scope of equivalents.

1. A method of saving data, comprising: saving first data in a firstdata area; saving the first data in a second data area; saving seconddata in the first data area, whereby the first data in the first dataarea is overwritten by the second data; determining whether the seconddata saved in the first data area is satisfactory; if the second datasaved in the first data area is satisfactory, saving the second data inthe second data area whereby the first data in the second data area isoverwritten by the second data; and if the second data saved in thefirst data area is unsatisfactory, saving the first data from the seconddata area in the first data area, whereby the unsatisfactory second datain the first data area is overwritten by the first data from the seconddata area.
 2. The method of claim 1, wherein the first data comprisesgame data.
 3. The method of claim 2, wherein the game data comprises apoint of achievement in a game.
 4. The method of claim 1, wherein eachof the steps of claim 1 are performed automatically by a data savemodule when a user of a game completes certain tasks in the game.
 5. Themethod of claim 1, wherein each of the steps of claim 1 are performedautomatically by a data save module at certain points of achievement ina game.
 6. The method of claim 1, wherein each of the steps of claim 1are performed automatically by a data save module after a pre-determinedtime interval.
 7. The method of claim 1, wherein the first data area isa memory card.
 8. The method of claim 7, wherein the memory card isremovable.
 9. The method of claim 7, wherein the memory card comprisesnonvolatile memory.
 10. A computer-readable medium having embodiedthereon instructions for execution by a computing device, theinstructions comprising: first instructions for saving first data in afirst data area; second instructions for saving the first data in asecond data area; third instructions for saving second data in the firstdata area, whereby the first data in the first data area is overwrittenby the second data; fourth instructions for determining whether thesecond data saved in the first data area is satisfactory; if the seconddata saved in the first data area is satisfactory, fifth instructionsfor saving the second data in the second data area whereby the firstdata in the second data area is overwritten by the second data; and ifthe second data saved in the first data area is unsatisfactory, sixthinstructions for saving the first data from the second data area in thefirst data area, whereby the unsatisfactory second data in the firstdata area is overwritten by the first data from the second data area.11. A method of saving data, comprising: saving first data in a firstdata area; saving the first data in a second data area; saving seconddata in the first data area, whereby the first data in the first dataarea is overwritten by the second data; determining whether the seconddata saved in the first data area is satisfactory; if the second datasaved in the first data area is satisfactory, saving the second data inthe second data area whereby the first data in the second data area isoverwritten by the second data; and if the second data saved in thefirst data area is unsatisfactory, saving third data in the first dataarea, whereby the unsatisfactory second data is overwritten by the thirddata.
 12. The method of claim 11, wherein the first data comprises gamedata.
 13. The method of claim 12, wherein the game data comprises apoint of achievement in a game.
 14. The method of claim 11, wherein eachof the steps of claim 11 are performed automatically by a data savemodule when a user of a game completes certain tasks in the game. 15.The method of claim 11, wherein each of the steps of claim 11 areperformed automatically by a data save module at certain points ofachievement in a game.
 16. The method of claim 11, wherein each of thesteps of claim 11 are performed automatically by a data save moduleafter a pre-determined time interval.
 17. The method of claim 11,wherein the first data area is a memory card.
 18. The method of claim17, wherein the memory card is removable.
 19. The method of claim 17,wherein the memory card comprises nonvolatile memory.
 20. Acomputer-readable medium having embodied thereon instructions forexecution by a computing device, the instructions comprising:instructions for saving first data in a first data area; instructionsfor saving the first data in a second data area; instructions for savingsecond data in the first data area, whereby the first data in the firstdata area is overwritten by the second data; instructions fordetermining whether the second data saved in the first data area issatisfactory; if the second data saved in the first data area issatisfactory, instructions for saving the second data in the second dataarea whereby the first data in the second data area is overwritten bythe second data; and if the second data saved in the first data area isunsatisfactory, instructions for saving third data in the first dataarea, whereby the unsatisfactory second data is overwritten by the thirddata.
 21. A system for saving data, the system comprising: a firstmodule configured to save first data in a first data area; a secondmodule configured to save the first data in a second data area; a thirdmodule configured to save second data in the first data area, wherebythe first data in the first data area is overwritten by the second data;a fourth module configured to determine whether the second data saved inthe first data area is satisfactory; a fifth module configured to save,if the second data saved in the first data area is satisfactory, thesecond data in the second data area whereby the first data in the seconddata area is overwritten by the second data; and a sixth moduleconfigured to save, if the second data saved in the first data area isunsatisfactory, the first data from the second data area in the firstdata area, whereby the unsatisfactory second data in the first data areais overwritten by the first data from the second data area.
 22. Thesystem of claim 21, wherein a data save module comprises the firstthrough sixth modules.
 23. The system of claim 21, wherein the firstthrough sixth modules are the same module.
 24. The system of claim 21,wherein the first, second, third, fifth and sixth modules are furtherconfigured to automatically save data.
 25. The system of claim 24,wherein automatically saving data occurs as a result of a user of a gamecompleting certain tasks in the game.
 26. The system of claim 24,wherein automatically saving data occurs as a result of certain pointsof achievement in a game.
 27. The system of claim 24, whereinautomatically saving data occurs as a result of a pre-determined timeinterval.
 38. The system of claim 21, wherein a user of a game manuallyinitiates operation of at least the first module.
 39. The system ofclaim 38, wherein the user of the game manually initiates at least thestep of saving the first data in the first data area in response to aprompt.
 40. A system for saving data, the system comprising: a firstmodule configured to save first data in a first data area; a secondmodule configured to save the first data in a second data area; a thirdmodule configured to save second data in the first data area, wherebythe first data in the first data area is overwritten by the second data;a forth module configured to determine whether the second data saved inthe first data area is satisfactory; a fifth module configured to save,if the second data saved in the first data area is satisfactory, thesecond data in the second data area whereby the first data in the seconddata area is overwritten by the second data; and a sixth moduleconfigured to save, if the second data saved in the first data area isunsatisfactory, third data in the first data area, whereby theunsatisfactory second data is overwritten by the third data.
 41. Thesystem of claim 40, wherein a data save module comprises the firstthrough sixth modules.
 42. The system of claim 40, wherein the firstthrough sixth modules are the same module.
 43. The system of claim 40,wherein the first, second, third, fifth and sixth modules are furtherconfigured to automatically save data.
 44. The system of claim 43,wherein automatically saving data occurs as a result of a user of a gamecompleting certain tasks in the game.
 45. The system of claim 43,wherein automatically saving data occurs as a result of certain pointsof achievement in a game.
 46. The system of claim 43, whereinautomatically saving data occurs as a result of a pre-determined timeinterval.
 47. The system of claim 40, wherein a user of a game manuallyinitiates operation of at least the first module.
 48. The system ofclaim 47, wherein the user of the game manually initiates at least thefirst module configured to save the first data in the first data area inresponse to a prompt.